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Full text of "Apple Manual: zork zero manual"

NSTRUCTION MANUAL 



If you've never played Infocom's interac- 
tive fiction before, you should read this 
entire instruction manual. If you're an 
experienced Infocom player, just read 
Section I: About Zork Zero. 



TABLE OF CONTENTS 

Section I: 
About Zork Zero 

Preface to the Story 2 

Hints 2 

Mapping 3 

Graphical Puzzles 3 

If You Have a Mouse 3 

Function Keys 3 

Special Commands 4 

Sample Transcript and Map 6 

About the Author 9 



Section II: 

About Infocom's Interactive 
Fiction 

An Overview: 

What is interactive fiction? 10 

Starting and Stopping 10 

•"Booting up" 
•Saving and restoring 
•Quitting and restarting 

Communicating with 

Infocom's interactive fiction 1 1 

•Basic sentences 

•Complex sentences 

•Talking to characters in the story 

Tips for Novices 13 

Eleven useful pointers about 
interactive fiction 

Common Complaints 14 

We're Never Satisfied 15 

If You Have Technical 

Problems 15 

Copyright and Warranty 

Information 15 

Quick Reference Guide 16 

This briefly describes the most 
important things to know about 
interactive fiction. 



Instruction Manual 1 



SECTION J: 
ABOUT ZORKZERO 

Preface to the Story 

More than 90 years have passed since the 
great wizard Megaboz cast the Curse 
which destroyed Lord Dimwit Flathead the 
Excessive along with the other members of 
the ruling family, the Twelve Flatheads. 
Now, the Curse threatens to bring down the 
Great Underground Empire itself! 

Wurb Flathead, the current occupant of 
the throne, has sent a clarion cal! to the 
remotest corners of the Empire: half the 
riches of the kingdom to the person who 
can allay the Curse. From every province 
of Quendor, courageous adventurers, 
scheming charlatans, and wild-eyed crack- 
pots have streamed into the Imperial 
Capital of Flatheadia. 

You are one such treasure- seeker, a 
peasant from an unheard-of village in an 
obscure province. However, you have an 
important advantage: an ancestor of yours, 
a servant in Dimwit's court (who you'l! 
"play" during a brief prologue), witnessed 
Megaboz casting the Curse, and obtained a 
small scrap of wizardly parchment from 
the mage's pocket. 

This parchment scrap has been passed 
down from generation to generation, and is 
now in your possession. Thanks to it, you 
know what none of the other would-be 
Cursebusters know; you alone know what 
must be done to stop the Curse! 

By the time of your arrival at Flatheadia, 
most of the treasure- seekers have given up 
and returned to their homelands. In fact, 
you discover that most of the population, 
including all figures of authority, have fled 
to distant provinces. And when you awake 
on the hard floor of the castle on Curse 
Day, you find that even the looters and the 
most persistent adventurers have departed. 



In fact, as you begin your desperate quest 
to find the relics of the Empire you need to 
stop the Curse, your only company is the 
court jester, who spins rhymes for your 
amusement. Always appearing when you 
least expect him, the jester will confront 
you with riddles and games, spring some 
deadly tricks, and give you helpful nudges 
in the right direction. And throughout, he 
seems to be laughing at some tremendous 
joke which you can't hegin to fathom... 

Zork Zero is the prequel to the Zorlc 
Trilogy, one of the most popular, best- 
loved computer games ever written. Zork 
Zero takes you hack to the age of the 
Flatheads, where you can glimpse the 
Great Underground Empire during its 
heyday, and witness its monumental fall. 

Hints 

Zork Zero contains on-line hints! If you 
ever get stuck, just type HINT and follow 
the instructions on your screen. The hints 
generally progress from a gentle nudge to 
a complete answer. 

Don't let the presence or absence of 
hints on a particular subject affect your 
thinking. In fact, fake hints have been 
included to discourage this. 

We strongly recommend that you look at 
only one hint at a time. Avoid the tempta- 
tion to use the hints too often - this 
inevitably spoils, or at least lessens, the 
fun of solving a puzzle. 

If you have no will power, and can't stop 
yourself from looking at the hints too 
often, you can type HINTS OFF. This will 
deactivate the on-line hints (unless you 
RESTART or RESTORE to an earlier 
point). 



2 Instruction Manual 



Mapping 

Zork Zero contains an on-screen mapping 
feature. When you want to see the map, 
type MAP. The map will show only those 
locations which you've already visited. 
Locations will be identified by the icons 
which appear the first time you visit a 
room (or when you type LOOK). 

The map shows only your general 
vicinity, not the entire geography oiZork 
Zero. On the map, your current location 
will blink. If you have a mouse, you can 
move around the geography by clicking on 
an adjacent room. If anything interesting 
happens while you are moving around in 
this way, you will be automatically 
returned to the slory. 

You may still want to draw your own 
map to keep track of where objects are 
found, and to be able to look at the entire 
Zork Zero geography at once. 

To remove the map from the screen and 
return to the story, simply hit any key. 

Graphical Puzzles 

There are a number of graphical puzzles in 
Zork Zero. The interface for them is 
different from the full sentence input 
elsewhere in Zork Zero. Instructions will 
accompany each of these graphical puzzles 
in the story. 

Other puzzles include full-screen 
illustrations. Once you have viewed these, 
simply hit any key to continue the story. 

If You Have a Mouse 

If you have an Apple Ilgs or Macintosh, an 
Amiga, an Atari ST, or an IBM PC with a 
Microsoft-compatible mouse, you can take 
advantage of several Zork Zero features. 

You can use the on-screen compass rose 
(which appears in the center of the status 
line at the top of your screen) to move 
from location to location. Just click on the 
appropriate point of the compass rose. 

In addition, you can use your mouse to 
move around while using the on-screen 
mapping feature, and for solving many of 
the graphical puzzles. (See "Mapping" and 
"Graphical Puzzles" above.) 



Function Keys 

As described elsewhere in this manual, 
many commands have abbreviations: you 
can type N instead of NORTH, for instance, 
or I instead of INVENTORY. 

With function keys, you can use a single 
keystroke as an abbreviation for whatever 
you choose. You can use a function key to 
abbreviate a long word that you don't like 
to type (like HIPPOPOTAMUS), or to 
abbreviate a commonly used command 
(like RESTORE), or even to abbreviate a 
whole sentence (like CLIMB THE STAIRS). 

You start the story with the function keys 
already set to commonly used commands. 
To see what the function keys are set to, or 
to change the settings of the function keys, 
type DEFINE at the prompt (>) and press 
the RETURN (or ENTER) key. Then use 
your mouse or up and down arrow keys to 
highlight the setting(s) you want to change. 
The vertical bar (I) or exclamation point (!) 
is used as an abbreviation for the RETURN 
(or ENTER) key; so changing LOOK to 
LOOK| means you want the RETURN (or 
ENTER) key automatically pressed when 
you use that function key. Note: Only one 
RETURN (or ENTER) can be included in 
each function key definition. Anything 
typed after the first RETURN (or ENTER) 
will be disregarded. 

You can restore all the original settings 
of the function keys by highlighting the 
RESET DEFAULTS command and pressing 
the RETURN (or ENTER) key. You can 
save any changes you make by highlighting 
the SAVE DEFINITIONS command. If after 
saving your own definitions you wish to 
RESET DEFAULTS, or save a new set of 
definitions, you may retrieve your previous 
definitions save by highlighting the RE- 
STORE DEFINITIONS command and 
pressing the RETURN (or ENTER) key. 

To leave the DEFINE screen, highlight 
the EXIT command and press the RETURN 
(or ENTER) key. 



Instruction Manual 3 



Special Commands 

Below are explanations for a number of 
useful one -word commands. Most of these 
commands appear in all Infocom games, 
but those that are starred (*) are new. In 
many cases, these will not count as a turn. 
Type the command after the prompt (>) 
and press the RETURN (or ENTER) key. 

AGAIN - This will repeal your previous 
input. For instance, typing HIT THE 
CROQUET BALL WITH THE FLAMINGO 
then typing AGAIN would be like hitting 
the croquet ball twice in a row. You can 
abbreviate AGAIN to G. 

BRIEF - This command tells Zork Zero to 
fully describe & location only the first time 
you enter it. On subsequent visits, Zork 
Zero will tell you only the name of the 
location and any objects present. Zork Zero 
will begin in BRIEF mode, and remain in 
BRIEF mode unless you use the VERBOSE 
or SUPERBRIEF commands. 
SUPER BRIEF tells Zork Zero to display 
only the name of a place you have entered, 
even if you have never been there before. 
In this mode, Zork Zero will not even 
mention which objects are present. Of 
course, you can always get a full descrip- 
tion of your location and the items there by 
typing LOOK. In SUPERBRIEF mode, the 
blank line between turns and the icons in 
room descriptions will be eliminated. This 
mode is meant for players who are already 
familiar with the geography. The 
VERBOSE command tells Zork Zero that 
you want a complete description of each 
location, and the objects in it, every time 
you enter a location, even if you've been 
there before. 

•COLOR - This allows you to customize 
the foreground and background colors of 
the text portion of Zork Zero. 



"CREDITS - You will get a complete list of 
credits and acknowledgements for all 
those who worked on Zork Zero. 

*DEFINE - This command allows you to 
change the settings of the function keys. 
See the "Function Keys" section on 
page 3. 

DIAGNOSE - Zork Zero will give you a 
report of your physical condition. 

*HINT - If you have difficulty while 
playing the story, and you can't figure out 
what to do, just type HiNT. Then follow 
the directions at the top of your screen to 
read the hint of your choice. 

INVENTORY - Zork Zero will list what 
you are carrying and wearing. You can ab- 
breviate INVENTORY to I. 

LOOK - This will give you a full descrip- 
tion of your location, and the room's icon 
(if it has one). You can shorten LOOK to L. 

*MAP - This will show you the on-screen 
map which contains your current location. 
See "Mapping" on page 3. 

*MODE - If you desire to turn off the 
decorative border to speed up game play, 
you can do so by typing MODE. You can 
restore these graphics at any time by 
typing MODE a second time. 

* NOTIFY - Normally in Zork Zero, the 
game will notify you whenever your score 
changes. You can turn off this notification 
feature by using the NOTIFY command. 
Typing NOTIFY a second time turns the 
feature back on. 



4 Instruction Manual 



OOPS - If you mistype a word, such that 
Zork Zero doesn't understand it, you can 
correct yourself at the next prompt by 
typing OOPS and the correct word. For 
example, if you typed HAND THE 
CHAINSAW TO GARNDMA and were told 
"[I don't know the word 'garndma'"] you 
could type OOPS GRANDMA rather than 
retyping the entire sentence. You can 
abbreviate OOPS to O 

QUIT - This lets you stop. If you want to 
save your position before quilling, follow 
the instructions in the "Starting and 
Stopping" section on page 1 0. You can 
abbreviate QUIT to Q. 

•REFRESH - This command clears your 
screen and redraws the display. 

RESTART - This stops the story and starts 
it over from the beginning. 

RESTORE - This restores a previously 
saved position. See "Starting and Stop- 
ping" on page 1 for more details. 

SAVE - This puts a "snapshot" of your 
current position on your storage disk. You 
can return to a saved position in the future 
using the RESTORE command. See 
"Starting and Stopping" on page 10 for 
more details. 

SCRIPT - This command tells your printer 
to begin making a transcript of the story. 
A transcript may aid your memory, but is 
not necessary, and will work only on 
certain computers. Read your Reference 
Card for details. 

SCORE- This command will show your 
current score and a ranking which is based 
on that score. 



SUPERBRIEF - This command tells Zork 
Zero to give you the sparsest level of 
description. Sec BRIEF above, 

*UNDO - You can use this command to 
"back up" one move. Suppose, for ex- 
ample, that you found a package but didn't 
know what was in it. You might type 
OPEN THE PACKAGE and be told "The 
package explodes as you open it, destroy- 
ing all your possessions." You could then 
type UNDO, and you would ''back up" one 
move. Your possessions would he intact, 
and you could try giving the package to an 
enemy, or leaving it alone, or something 
else. Note that the UNDO command works 
only on certain computers with enough 
memory. 

UNSCRIPT - This tells your printer to stop 
making a transcript. 

VERBOSE - This command tells Zork Zero 
to give you the wordiest level of descrip- 
tion. See BRIEF above. 

VERSION - Zork 'Zero responds by showing 
you the release numher and the serial 
number of your copy of the story. Please 
include this information if you ever report a 
"bug" in the story. 

WAIT - Causes time in the story to pass. 
Since nothing happens until you type a 
sentence and press RETURN (or ENTER), 
you could leave your computer, take a bath, 
go for a jog, slip into a coma, and then 
return to the story to find that nothing has 
changed. You can use WAIT to make time 
pass in the story without doing anything. 
For example, if you met a wizard, you 
might WAIT to see if he will say anything; 
if you were aboard a flying carpet, you 
might WAIT to see where it goes. You can 
abbreviate WAIT to Z. 



Instruction Manual 5 



Sample Transcript and Map 

This transcript is not from Zork Zero, but 
will give you a good feeling for how 
Tnfocom's interactive fiction works. It 
contains some simple puzzles and their 
solutions. The player's commands appear 
in capital letters after each prompt (>). The 
map represents the terrain in the sample 
transcript as you might have drawn it. 





Of 


Lobby 








I ja*- o^tuwarto &auce 



Meat 
closer 



papperam 

>WALK WEST 
Edge of Chasm 

You are standing at the precipice of a 
gaping chasm, which is spanned by a 
tramway. The tramway hangs from the 
cavern roof above the chasm. Tunnels 
lead north, northeast, and east. On the 
south wall is an unlabelled black button. 

You can see a tram car and a jar here. It 
seems that the jar is full of tomato sauce. 

>EXAMINE THE TRAM CAR 
There's no one in the tram car. 

>TAKE ALL 

tram car: You've got to be kidding! 
jar: Taken. 



>PUSH THE BLACK BUTTON 
A smiling Dungeon Imp appears. "Hear ye 
the Riddle of the Chasm! Answer incor- 
rectly, and the Chasm shall collect your 
bones! Here goes... 

"A boy was hurt and brought, uncon- 
cious, to a hospital. The doctor on duty, 
Doctor Manson, said 'Oh, my! This is my 
son!' and proceeded to treat the boy. 

"Later, the boy awoke and Nurse Lanolin 
bustled to his side. It was her first day at 
the hospital, and she was trying hard to do 
everything right. She glanced at his 
medical chart, which included a message 
from Doctor Manson to 'take good care of 
my son!' Nurse Lanolin told the boy, 'Your 
father, Doctor Manson, treated you 
himself!' The boy looked puzzled. 'Doctor 
Manson isn't my father!' 

"Assuming that neither the boy nor the 
doctor is lying, who is Doctor Manson?" 

>ANSWER "HIS MOTHER" 
The Dungeon Imp looks disappointed. 
"Correct. The chasm isn't going to be 
happy, that's for sure. Maybe we can fool it 
with some hellhound bones..." Mumbling to 
itself, the Imp vanishes, and a passage 
opens to the south! 

>SOUTH 
Meat Closet 

This is a chilly room for the storage of 
meat and meat by-products. The only exit 
is north. 

A pepperoni is hanging here. 

>NORTH 
Edge of Chasm 

>NORTH 
Ogre's Room 

This is a large and ugly room, most of 
which is taken up by a large and ugly ogre. 
The ogre sits next to a tunnel to the north. 
Other passages lead east and south. 



6 Instruction Manual 



INVENTORY 

You are carrying a rusty lamp (providing 
light), an elvish sword, a guidebook and a 
jar. It seems that the jar is full of tomato 
sauce. You are wearing a magic shawl. 

>EXAMINE THE GUIDEBOOK 
This is a field guide to the wonders and 
dangers of the underground province of 
Gruntburg. 

>READ ABOUT OGRES IN THE 
GUIDEBOOK 

"Ogres are strong, ill-tempered, and 
stubborn. They range in size up to 25 feet 
tall, have hair over most of their bodies, and 
adore pepperoni pizza." 

>NORTH 

The ogre stops you with a flick of his little 
finger. "I'm hungry. And nobody passes by 
me when I'm hungry. Nobody." 

>EAST 
Kitchen 

This is a tiny kitchen equipped with a 
small brick oven. Waves of heat come from 
the oven. There are doors to the west and 
southwest. 

Tacked up on the wall is a faded recipe. 

Sitting on the counter is some dough. 

>READ THE RECIPE 

"Momma Ogre's Pepperoni Pizza Recipe 

— put 4 gloops of tomato sauce on dough 

— generously sprinkle with cheese 

— slice pepperoni over the cheese 

— bake in pre-heated oven for 3 minutes" 

>EXAMINE THE TOMATO SAUCE 
The jar is closed and filled with scrump- 
tious-looking sauce, ft bears a label. 

>READ THE LABEL 

"Frobu (tr) Tomato Sauce — 8 gloops" 

>OPEN THE JAR 
Opened, 

>PUTTHE SAUCE ON THE DOUGH 
You pour the entire jar of tomato sauce over 
the dough, totally smothering it and making 
a considerable mess. 



>UNDO 
[Undone.] 

>POUR FOUR GLOOPS OF TOMATO 
SAUCE ONTO THE DOUGH 
You pour four gloops of the sauce onto the 
dough, spreading it evenly across the 
surface. 

>PUT CHEESE ON DOUGH 

[You can't see any cheese right here.] 

>SOUTHWEST 
Edge of Chasm 
You can see a tram car here. 

>GET IN THE TRAM 
You are now in the tram car. There are 
some simple controls that you should 
probably examine. 

>LOOK AT THE CONFROLS 
[I don't know the word "controls."] 

>OOPS CONTROLS 

The controls consist of a large red lever 

which can be pushed to the east or west. 

>PUSH LEVER WEST 
The tram moves along its track in a grace- 
ful arc, reaching the middle of the chasm. 

>WAIT 

Time passes... 

The tram car descends, reaching the far 
side of the chasm. 

Far Edge of Chasm, in the tram car 

The western side of the chasm is almost 
identical to the eastern side, making you 
wonder why anyone went through the 
trouble of building the tramway. 

At the very edge of the precipice is a flat- 
topped rock with some writing engraved on 
it. Sitting on the flat-topped rock is a magic 
wand. 

>TAKE THE WAND 

You can't reach the wand from the tram car. 

>GET OUT OF THE CAR 
You get out of the tram car. 



Instruction Manual 7 



>PICKUPTHEWAND 

You take the wand from the flat-topped 

rock. 

>READ THE ENGRAVED WRITING 
"Behold the Wand of Widgeefuss." 

>READ ABOUT WIDGEEFUSS IN THE 
GUIDEBOOK 

"The Wand of Widgeefuss was lost in 
ancient times. Its powers have probably 
been exaggerated over the centuries. 
Some have even claimed that it could turn 
flat-topped rocks into cheese." 

>POINT THE WAND AT THE 

FLAT-TOPPED ROCK 
A bolt of magic strikes the flat-topped rock, 
leaving a pile of cheese in its place. 

>LOOK 

Far Edge of Chasm 

The western side of the chasm is almost 
identical to the eastern side, making you 
wonder why anyone went through the 
trouble of building the tramway. 

You can see a pile of cheese here. 

>TAKE THE CHEESE. GET IN. PUSH 

LEVER WEST 
Taken. 

You are now in the tram car. 

Nothing happens. 

>PUSH LEVER EAST 

The tram car moves along its track in a 

graceful arc, reaching the middle of the 

chasm. 

>GET OUT OF THE TRAM CAR 

You step into thin air, plunging down into 

the rock-filled chasm. 



>WAIT 

The tram car descends, returning you to the 
eastern side of the chasm. 

Edge of Chasm, in the tram car 

>GET OUT OF CAR 

You get out of the tram car. 

>SOUTH 
Meat Closet 
A pepperoni is hanging here. 

>TAKE 

[the pepperoni] 
Taken, 

The rusty lamp appears to be getting 
dimmer. 

INVENTORY 

You are carrying a rusty lamp (providing 
light), an elvish sword, a guidebook, a jar, a 
pile of cheese and a pepperoni. It seems 
that the jar is half-full of tomato sauce. You 
are wearing a magic shawl. 

>NORTH. NORTHEAST. PUT THE 
CHEESE ON THE PIZZA 
Edge of Chasm 

Kitchen 

Sitting on the counter is some dough. 
Sitting on the dough is four gloops of tomato 
sauce. 

You sprinkle the cheese across the dough. 

>PUT THE PEPPERONI ON THE PIZZA 
Using your sword as a knife, you slice the 
pepperoni into pieces and scatter them 
across the surface. 

>TAKE THE PIZZA 
Taken. 



**** You have died. "** >WEST 

Ogre's Room 

Do you wish to RESTART, RESTORE, 
UNDO or QUIT? >UNDO 

[Undone.] 



8 Instruction Manual 



>GIVE THE PIZZA TO THE OGRE 
The ogre looks disgusted. "This pizza's 
uncooked!" He looks hungrily at you, as 
though considering you as a pizza alterna- 
tive, but restrains himself with apparent 
difficulty. 

>EAST.OPEN THE OVEN.PUTTHE PIZZA 

IN THE OVEN.CLOSE OVEN 
Kitchen 

Opened. 

The pizza is now in the oven. 

Closed. 

>WAIT 

Time passes... 

>OPEN THE OVEN 

Opening the oven reveals a bubbling 

pepperoni pizza. 

>TAKE PIZZA 

Ouch! You pick up the pizza, but burn your 
fingers in the process. 

>EAST 
Ogre's Room 

The ogre smells the pizza and begins 
slobbering. 

>GIVE THE PIZZA TO THE OGRE 

He swallows the pizza in a single gulp and 

begins dozing. 

>NORTH 
Lobby 

You are on the ground floor of the 
building which houses the National Ogre 
Institute, a public relations and governmen- 
tal lobbying group. A stair leads up, and 
there are exits to the south and east. 

You can see a tube of burn cream here. 



About the Author 

Steve Meretzky (1957- ) was born and 
raised in Yonkers, NY, and still returns 
there if he feels like a good pizza. 

Although Meretzky emerged from M IT 
grasping a degree in Construction Manage- 
ment, the convergence of forces beyond his 
comprehension propelled him into a career 
as an author of interactive fiction. 

Some students of interactive fiction 
believe that Meretzky's early writing is a 
metaphor for the uncontrolled turmoil of 
modern life. Others Lhink it to be a plea for 
not adding lights to Wrigley Field. Most 
people don't think about it at all. 

Zork Zero is Meretzky's seventh work of 
interactive fiction. Many have won awards, 
but probably no awards you've ever heard 
of. Along with Infocom's Dave Lebling, 
Meretzky is the first person admitted to the 
Science Fiction Writers of America for 
authoring interactive fiction. 

Steve and his wife Betty recently passed 
two milestones in their modern American 
suburban yuppie lifestyle: the acquisition of 
a CD player and the birth of their first 
child, Daniel. Danny arrived in January of 
1988, but didn't complete Spellbreaker 
until March. 

A lifelong Mets fan, Meretzky has 
solemnly dedicated his life to ridding 
baseball of the triple evils of artificial turf, 
the designated hitter, and George Stein- 
brenner. 

Other works of interactive fiction by 
Steve Meretzky: 
PlanetfaU (1983) 
Sorcerer (1984) 

The Hitchhiker' s Guide to the Galaxy 

(1984) (with Douglas Adams) 
A Mind Forever Voyaging (1985) 
Leather Goddesses of Phobos (1986) 
Stationfall (1987) 



Instruction Manual 9 



SECTION II: ABOUT 
INFOCOM'S INTERACTIVE 
FICTION 

An Overview: 

What is interactive fiction? 

Interactive fiction is a story in which you 
are the main character. Each interactive 
story, such as Zork Zero, presents you with 
a series of locations, items, characters, and 
events. You can affect the direction of the 
story by moving from place to place, using 
the objects you find, and interacting with 
the other characters. 

An important element of interactive 
fiction is puzzle-solving. Think of a locked 
door or a ferocious beast not as a perma- 
nent obstacle, but merely as a puzzle to be 
tackled. (Find the key that unlocks the 
door, or figure out what tune will charm 
and tame that beast.) 

In Zork Zero, time passes only in 
response to your input. Nothing happens 
until you type a sentence and press the 
RETURN (or ENTER} key, so you can plan 
your turns as slowly and carefully as you 
want. 

Zork Zero measures your progress by 
giving you a score. You'll get points for 
solving puzzles and for reaching new 
locations. A perfect score of 1000 is your 
goal; making sure you have fun getting 
there is ours. 

Starting and Stopping 

Starting the story: To load Zork Zero, 
follow the instructions on the Reference 
Card in your package. 

On your screen, you will see a descrip- 
tion of the opening location of the story, 
Banquet Hall, followed by the prompt (>), 
indicating that Zork Zero is waiting for 
your first input. 

Here are a few inputs for you to try at the 
first several prompts. After typing each 
input, don't forget to hit the RETURN (or 
ENTER) key. 

>INVENTORY 
>DROP THE PLATTER 
>GO NORTHEAST 



You should now have a feel for interacting 
with the story. You decide what to do next. 

Saving and restoring: It will probably take 
you many days to complete Zork Zero. 
Using the SAVE feature, you can continue 
the story at a later time without having to 
start over from the beginning, just as you 
can place a bookmark in a book you are 
reading. Even if you aren't about to stop 
playing, it's useful to SAVE before (or 
after) trying something dangerous or tricky. 
That way, even if you get lost or "killed" in 
the story, you can return to your saved 
position. 

To save your place, type SAVE at the 
prompt (>), and then press RETURN (or 
ENTER). Then follow the instructions for 
saving and restoring on your Reference 
Card. Some computers require a blank 
SAVE disk, initialized and formatted. Using 
a disk with data on it (other than Zork Zero 
saves) may result in the loss of that data, 
depending on your computer. You can save 
your position as often as you like by using 
additional blank disks. 

Any time you want to return to a saved 
position, just type RESTORE at the prompt 
(>), and hit RETURN (or ENTER). Then 
follow the instructions on your Reference 
Card. You can then continue the story from 
your save. You can type LOOK for a 
description of where you are. 

Quitting and restarting: If you want to start 
over from the beginning, type RESTART 
and press the RETURN (or ENTER) key. 
(This is usually faster than re-booting.) 
Zork Zero will ask you to confirm this 
command. 

If you want to stop entirely, type QUIT 
and press RETURN (or ENTER). Once 
again, Zork Zero will ask to make sure this 
is really what you want to do. 

Remember: when you RESTART or 
QUIT, you must SAVE if you ever want to 
return to your current point in the story. 



10 Instruction Manual 



Communicating with Infocom's 
Interactive Fiction 

In Zork Zero, you type your commands in 
plain English each time you see the 
prompt (>). Most of the sentences that 
Zork Zero will understand are imperative 
sentences. See the examples below. 

When you have finished typing your 
input, press the RETURN (or ENTER) key. 
Zork Zero will then respond, telling you 
whether your request is possible at this 
point in die story, and what happened as a 
result. 

Zork Zero recognizes your words by 
their first nine letters, and all subsequent 
letters are ignored. For example, Zork 
Zero would not be able to distinguish 
between DEMONSTRAtion, 
DEMONSTRAtive, and DEMONSTRAtor. 

To move around, just type the direction 
you want to go. Directions can be 
abbreviated: NORTH to N, SOUTH to S, 
EAST to E, WEST to W, NORTHEAST to 
NE, NORTHWEST to NW, SOUTHEAST 
to SE, SOUTHWEST to SW, UP to U, and 
DOWN to D. IN and OUT will also work in 
certain places. 

If you have a mouse, you can use the on- 
screen compass rose to move to adjacent 
rooms. Just point to the compass rose and 
click on the direction you wish to move. 



Zork Zero understands many different 
kinds of sentences. Here are examples, 
using objects and characters that don't 
actually appear in Zork Zero: 

>WALK TO THE NORTH 

>WEST 

>NE 

>DOWN 

>TAKE BIRDCAGE 

>OPEN THE PANEL 

>READ ABOUT DIMWIT FLATHEAD 

>EXAMINE THE SHINY COIN 

>LOOK UP MORGIA PLANT IN THE 

ENCYCLOPEDIA 
>LOOK UNDER THE BILLIARD TABLE 
>LIE DOWN ON THE PINK SOFA 
>PUT THE RUSTY KEY IN THE 

CARDBOARD BOX 

>SHOW MY BOWTIE TO THE BOUNCER 
>HIT THE CRAWLING CRAB WITH THE 

GIANT NUTCRACKER 
>ASK THE COWARDLY KING ABOUT 

THE CROWN JEWELS 

You may use capital letters and words like 
A and THE if you wish, Zork Zero doesn't 
care one way or the other. 

You can use multiple objects with certain 
verbs if you separate them by the word 
AND or by a comma. Some examples: 

>TAKE THE BOOK AND THE FROG 
>DROP THE JAR OF PEANUT BUTTER, 

THE SPOON, AND THE LEMMING 

FOOD 

>PUT EGG AND PENCIL IN CABINET 



You can include several inputs on one line 
if you separate them by the word THEN or 
by a period. Each input will be handled in 
order, as though you had typed them 
individually at separate prompts. For 
example, you could type all of the follow- 
ing at once, before pressing the RETURN 
(or ENTER) key: 

>TURN ON THE LIGHT. TAKE THE 
BOOK THEN READ ABOUT THE 
JESTER IN THE BOOK 



Instruction Manual 1 1 



If Zork Zero doesn't understand one of the 
sentences on your input line, or if an 
unusual event occurs, it will ignore the rest 
of your input line. 

The words IT and ALL can be very useful. 
For example; 

> EXAMINE THE APPLE. TAKE IT. EAT IT 
>CLOSE THE HEAVY METAL DOOR. 
LOCK IT 

>PICK UP THE GREEN BOOT. SMELL IT. 

PUT IT ON. 
>TAKE ALL 

>TAKE ALL THE TOOLS 

>DROP ALL TOOLS EXCEPT WRENCH 

AND MINIATURE HAMMER 
>TAKE ALL FROM THE CARTON 
>PUT ALL IN THE SACK 
>GIVE ALL BUT THE RUBY SLIPPERS 

TO THE WICKED WITCH 

When you meet intelligent creatures in 
Zork Zero, you can talk to them by typing 
their name, then a comma, then whatever 
you want to say to them. Here are some 
examples: 

>JESTER, HELLO 

>GUSTAR WOOMAX, TELL ME ABOUT 
THE COCONUT 

>UNCLE OTTO, GIVE ME YOUR 
WALLET 

>HORSE, TROT NORTH 
>BOY, RUN HOME THEN CALL THE 
POLICE 

>MIGHTY WIZARD, TAKE THIS 
POISONED APPLE. EAT IT 

Notice that in the last two examples, you 
are giving the character more than one 
command on the same input line. Keep in 
mind, however, that many creatures don't 
care for idle chatter; your actions will speak 
louder than your words. 



Zork Zero tries to intelligently guess your 
intention when you give it incomplete 
information. When it makes a guess, it will 
tell you. For example: 

>UNLOCK THE DOOR 
[with the key] 

The door is now unlocked. 

If your command is ambiguous, Zork Zero 
will ask you to clarify. You can answer 
these questions simply by supplying the 
missing information at the very next 
prompt. For example: 

>SHOW THE CLOTHESPIN 

Who do you want to show the clothespin 

to? 

>THE SKUNK 

The skunk takes one look at the clothespin, 
has an acute attack of depression, and 
runs off in search of a travel agent. 

or 

>GIVE THE MELON TO THE 
HELLHOUND 

Which melon do you mean, the sweet 
honeydew melon or the moldy casaba 
melon? 
>MOLDY 

The hellhound devours the moldy casaba 
melon before it realizes its mistake. Soon 
it is lying on the ground, moaning. 



12 Instruction Manual 



Tips for Novices 

1 . Draw a map. It should include each 
location, the connections to adjoining 
locations, and any interesting objects there. 
(See the small sample map that 

goes along with the sample transcript on 
I page 6.) Remember, there are 10 possible 
i directions {NORTH, SOUTH, EAST, 
[ WEST, NORTHEAST, NORTHWEST, 

SOUTHEAST, SOUTHWEST, UP, and 

DOWN) plus IN and OUT. 

2. EXAMINE all objects you come across in 
the story. 

3. TAKE as many things as you can carry. 
Most objects that you find are important 
for solving the puzzles that you'll nan into. 

4. SAVE your place often, so that if you 
mess up or get "killed ,*' you won't have to 
start over from the beginning. See page 10 
for instructions. 

5. Read the story and documentation 
carefully! There are often clues in the de- 
scriptions of locations and objects. 

6. Try everything you can think of — even 
strange or dangerous actions are fun and 
may provide clues; you can always save 
your position first. Here's a silly example: 

>GIVE THE BASKETBALL TO THE LION 
The lion takes an experimental bite out of 
the basketball but spits it out. It continues 
to gnaw on your leg. 

Thus, you discover that maybe giving 
something more edible to the lion (that 
slab of raw meat?) might save your leg. 



7. There are many possible routes to the 
end of Zork Zero. If you get stuck on one 
puzzle, move on to another. Some puzzles 
have more than one solution; other puzzles 
don't need to be solved at all. Sometimes 
you will have to solve one puzzle in order 
to obtain the itcm(s) or information you 
need to solve another puzzle. 

8. Play Zork Zero with a friend! Different 
people may find different puzzles easy and 
can often complement each other. 

9. If you really have difficulty, you can 
type HINT. The screen will then show you a 
list of questions to which you can get 
answers. (Simply follow the instructions at 
the top of your screen to see the hint of 
your choice.) You don't need to use the 
hints to enjoy the story, but it will make 
solving the puzzles easier. 

10. Read the sample transcript on page 6 to 
gel a feel for how interactive fiction works. 

11. You can word a command in many 
different ways. For example, if you wanted 
to make a wish, you could type in any of 
the following: 

>DROP THE COIN DOWN THE WISHING 
WELL 

>TOSS THE COIN INTO THE WELL 
>PUT COIN IN WELL 

If you type a sentence that Zork Zero 
doesn't understand, try rephrasing it or 
using synonyms. If Zork Zero still doesn't 
understand, you're probably trying some- 
thing that isn't important for completing 
the story. 



Instruction Manual 13 



I 



Common Complaints 

Zork Zero will complain your input 
confuses it completely. Zork Zero would 
then ignore any further sentences on your 
input line. (Certain events will also cause 
Zork Zero to ignore any additional sen- 
tences on your input line, since the event 
may have changed your situation drasti- 
cally.) Here are some aiZorkZero' s 
complaints: 

I don't know the word ■ That 

word is not in the story's vocabulary. It 
may help to use a synonym or rephrasing; 
more likely, you're just barking up the 
wrong tree. Zork Zero recognizes over 
1500 words, all that you need to use and 
most that you're likely to use. However, 
Zork Zero uses many words in its descrip- 
tions that it will not recognize in your 
inputs. So, you might read, "The moon 
casts violet shadows across the crater," but 
discover that Zork Zero doesn't know the 
words MOON or SHADOW or CRATER in 
your input. When this happens, you can 
assume that you don't need to refer to 
those things to complete the story; they are 
there only to create a more vivid image of 
your location. 

I think there's a verb missing in that 
sentence! Unless you are answering a 
question or using one of the special 
commands, each sentence must have a 
verb. Among the most important verbs that 
Zork Zero understands are TAKE, DROP, 
PUT, GIVE, LOOK, READ, EXAMINE, 
OPEN, CLOSE, ENTER, EXIT, EAT and 
WEAR. There are many more. Remember: 
you can use a variety of prepositions with 
your verbs. {For example, LOOK can 
become LOOK AT, LOOK INSIDE, LOOK 
BEHIND, LOOK UNDER, LOOK 
THROUGH, and so on.) 



I can't understand that many nouns with 

. Zork Zero recognized your 
verb, but it can't understand so many noun 
"phrases" with it. For example, 'Zork Zero 
recognizes SKIP but not SKIP THIS PART. 

You can't see any right here! 

The object that you referred to is not 
visible. It may be somewhere else, or it 
may be present but in a closed container. 

You can't use more than one object at a 
time with " You can use 

multiple objects (that is, nouns or noun 
phrases separated by AND or a comma) or 
the word ALL only with certain verbs, such 
as TAKE, DROP, and PUT. For example, 
EXAMINE will not work with multiple 
objects; you couldn't say EXAMINE ALL or 
EXAMINE THE BOWL AND THE SWORD, 

There isn't anything to I You 

used the word ALL, but there aren't any 
appropriate objects visible. 

Sorry, but I don't understand. Please 
say that another way, or try something 
else. The syntax (sentence structure) you 
used is not among the hundreds of 
syntaxes that Zork Zero recognizes. For 
example, SIT UNDER THE TREE and 
SKIP AROUND THE MAYPOLE are 
syntaxes that Zork Zero wouldn't recog- 
nize. There's a limited amount of space in 
the program, so syntaxes that are less 
common or not useful aren't included. Try 
rephrasing the sentence. 

I beg your pardon? You pressed the 
RETURN (or ENTER) key without typing 
anything. 



14 Instruction Manual 



We're Never Satisfied 

Here at Infocom, were constantly trying to 
"push back the envelope" and explore the 
possibilities of this fledgling medium. 
Your input is important. If you liked or 
disliked the story, or some section of it, or 
if you found a bug, or if you think a certain 
^ puzzle was too hard or too easy, or if you 
| have some other suggestion, drop us a 
note! We love every excuse to stop 
working, and a letter from you is just such 
I an excuse! Write to: 

Infocom, Inc. 
125 CambridgcPark Drive 
Cambridge, MA 02140 
Attn: Megaboz 

If You Have Technical Problems 

You can call the Infocom Technical 
Support Team to report "bugs" and 
technical problems, but not for hints to 
1 solve puzzles, at (617) 576-3190. If your 
disk develops a problem within ninety {90} 
days after purchase, we wili replace it at no 
charge. Otherwise, there is a replacement 
fee of $5 (U.S. currency). If you call to 
report a bug, please provide your release 
number, which you can find by typing 
VERSION. Please return your registration 
card to register yourself as a proud owner 
of an Infocom graphic interactive fiction 
story, and to receive our newsletter, The 
Status Line. 

Copyright and Warranty 
Information 

Limited Warranty 

This software product and the attached instructional materials 
are sold "AS IS," without warranty as to their performance. 
The entire risk as to the quality and performance of the 
computer software program is assumed by the user, 
'4 However, to the original purchaser of a disk prepared by 
| Infocom and carrying the Infocom label on the disk jacket, 
Infocom, Inc. warrants the medium on which the program is 
recorded U> he free from defects in materials and faulty work- 
manship under normal use and service for a period of ninety 
f (90) days from the date of purchase. If during this period a 
defect on the medium should occur, the medium may be 
returned to Infocom^ Inc. or to an authorized Infocom, inc. 
dealer, and Infocom, Inc. will replace the medium without 
charge to you. Your sole and exclusive remedy in the event 
of a defect is expressly limited to replacement of the medium 
as provided above. This warranty gives you specific legal 
rights and you may also have other rights which vary from 
stale to state. 



THE ABOVE WARRANTIES FOR GOODS ARE IN 
LIEU OF A IX WARRANTIES, EXPRESS, IMPLIED, OR 
STATUTORY, INCLUDING, BUT NOT LIMITED TO, 
ANY IMPLIED WARRANTIES OF MERCHANTABILITY 
AND FITNESS FOR A PARTICULAR PURPOSE AND OF 
ANY OTHER WARRANTY OBLIGATION ON THE PART 
OF INFOCOM, INC. SOME STATES DO NOT ALLOW 
LIMITATIONS ON HOW LONG AN IMPLIED WAR- 
RANTY LASTS, SO THE ABOVE LIMITATION MAY 
NOT APPLY TO YOU. IN NO EVENT SHALL INFOCOM, 
INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED 
IN THE CREATION AND PRODUCTION OF THTS 
COMPUTER SOFTWARE PROGRAM BE LIABLE FOR 
INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES. 
SUCH AS, BUT NOT LIMITED TO. LOSS OF ANTICI- 
PATED PROFITS OR BENEFITS RESULTING FROM THE 
USE OF THIS PROGRAM, OR ARISING OUT OF AN Y 
BREACH OFTHIS WARRANTY. SOME STATES DO 
NOT ALLOW THE HXCLUSION OR LIMITATION OF 
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO 
THE ABOVE LIMITATION MAY NOT APPLY TO YOU, 

N.B. After the warranty period, a defective Infocom disk may 
be returned to Infocom, Inc. wiih a check or money order for 
$5.00 U.S. currency for replacement. 

Copyright 

The enclosed software product is copyrighted and all rights 
are reserved by Infocom, Inc. Lt is published exclusively by 
Infocom, Inc. The distribution and sale of this product are 
intended for the use of the original purchaser only and for use 
only on the computer system specified. Lawful users of Lhis 
program are hereby licensed only to read the program from its 
medium into memory of a. computer solely for the purpose of 
executing the program. Copying (except for one backup copy 
on those systems which provide for it - see Reference Card), 
duplicating, selling, or otherwise distributing this product is a 
violation of the law. 

This manual and all other documentation contained herein 
are copyrighted and ail rights reserved by Infocom, Inc. These 
documents may not, in whole or in part, be copied, photocop- 
ied, reproduced* translated, or reduced to any electronic 
medium or machine-readable form without prior consent, in 
writings from Infocom, Inc. 

Willful violations of l he Copyright Law of the United 
States can result in civil damages of up to S50.000 in addition 
to actual damages, plus criminal penalties of up to one year 
imprisonment and/or $ 10,000 fine. 

Station/all and A Mind Forever Voyaging are trademarks 
of Infocom, Inc. Zork, Fianetfall, Sorcerer. Leather 
Goddesses of Phobos and The Status Line are registered 
trademarks of Infocom, Inc. The Hitchhiker '.t Guide to the 
Galaxy is a trademark of Douglas Adams. 
©1988 Infocom, The; 
Printed in U.S.A. 



I 



Instruction Manual 15 



Quick Reference Guide 

1 . To start the story ("boot up"), see the 
separate Reference Card in your Zork Zero 
package. 

2. When you see the prompt (>) on your 
screen, Zork Zero is waiting for your input. 
There are four kinds of sentences or 
commands that Zork Zero understands: 

A. Directions: To move from place to 
place, just type the direction you want to 
go: NORTH, SOUTH, EAST, WEST, 
NORTHEAST, NORTHWEST, SOUTH- 
EAST, SOUTHWEST; UP, DOWN, IN, or 
OUT. You can use the on-screen compass 
rose and your mouse to move to adjacent 
rooms if you have an Apple Ilgs or Macin- 
tosh, an Amiga, an Atari ST, or an IBM PC 
with a Micro soft- compatible mouse. 

i 
i 

B. Actions: Just type what you want to do. 
Some examples: READ THE BOOK or 
OPEN THE DOOR or LOOK THROUGH 
THE WINDOW or GIVE THE BALL TO 
THE CAT. More complex sentences are de- 
scribed in "Communicating with Infocom's 
Interactive Fiction" on page 11. 

C. Commands to other characters: Talk to 
characters in the story by typing their 
name, then a comma, then what you want 
to say to them. For example: FRED, HI or 
OLD MAN, GIVE ME THE TROMBONE. 

D. Special commands: These give you 
information, such as INVENTORY, or 
affect the state of the program, such as 
VERBOSE. A list appears in the "Special 
Commands" section on page 4. 



3. After typing your input, you must press 
the RETURN (or ENTER) key before Zork 
Zero will respond. 

4. Your screen display includes a status 
line which tells you your current location, 
your score, and the number of turns you've 
taken. 

5. You can pick up and carry many of the 
items you'll find in the story. For example, 
if you type TAKE THE TUBE OF JELLY, 
you will then be carrying it. Type 
INVENTORY to sec what items you have. 

6. When you want to stop, save your place 
in the story, or start over, read "Starting 
and Stopping" on page 10. 

7. If you have trouble, refer to the specific 
section of the manual for more detailed 
instructions. 



16 Instruction Manual 

r ■- 



> 




INFOCOM 
Proof of Purchase 
Zork Zero 



G-IZ9-03